TechAngel85 Posted March 2, 2020 Share Posted March 2, 2020 Discussion topic: Address Library for SKSE Plugins by meh321 Wiki Link Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 8, 2021 Author Share Posted October 8, 2021 I've like vote to move this to just below SKSE64 in Extenders to ensure it is loaded early and before any mods require it, including other mods that may be classified as Extenders. Link to comment Share on other sites More sharing options...
DoubleYou Posted October 8, 2021 Share Posted October 8, 2021 This makes sense to me. It is basically a core SKSE mod that is required for almost all SKSE plugins to function nowadays. Link to comment Share on other sites More sharing options...
z929669 Posted October 8, 2021 Share Posted October 8, 2021 17 minutes ago, TechAngel85 said: I've like vote to move this to just below SKSE64 in Extenders to ensure it is loaded early and before any mods require it, including other mods that may be classified as Extenders. Mods like this can be anywhere in the load order. Why move it to extenders if it's a resource mod? I guess that is arguable, but we should really get a hold on what a resource mod is. IMO, DynDOLOD 'Resources' is a resource mod, for example. Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 8, 2021 Author Share Posted October 8, 2021 15 minutes ago, z929669 said: Mods like this can be anywhere in the load order. Why move it to extenders if it's a resource mod? I guess that is arguable, but we should really get a hold on what a resource mod is. IMO, DynDOLOD 'Resources' is a resource mod, for example. Yeah, I didn't think about that. It belongs in Resources. I was thinking it needed be before other mods that required it. Nevermind. I'm just tired. Haha! Link to comment Share on other sites More sharing options...
z929669 Posted October 8, 2021 Share Posted October 8, 2021 15 minutes ago, TechAngel85 said: Yeah, I didn't think about that. It belongs in Resources. I was thinking it needed be before other mods that required it. Nevermind. I'm just tired. Haha! agree ... but what about DynDOLOD Resources, this fits the definition of a resource mod perfectly. Same could be argued for particle patch and USSEP as well, since those do conflict. Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 8, 2021 Author Share Posted October 8, 2021 19 minutes ago, z929669 said: agree ... but what about DynDOLOD Resources, this fits the definition of a resource mod perfectly. Same could be argued for particle patch and USSEP as well, since those do conflict. Quote Resources Does the mod extend other mods or provide resources solely for use by other mods without adding content to the game directly? I don't think those mod fit our description. Link to comment Share on other sites More sharing options...
z929669 Posted October 8, 2021 Share Posted October 8, 2021 15 minutes ago, TechAngel85 said: I don't think those mod fit our description. Particle Patch and USSEP, I agree, but DynDOLOD Resources does perfectly. Link to comment Share on other sites More sharing options...
TechAngel85 Posted October 8, 2021 Author Share Posted October 8, 2021 28 minutes ago, z929669 said: Particle Patch and USSEP, I agree, but DynDOLOD Resources does perfectly. Yeah, I don't know how many times I've said Resources is where it's at because it should overwrite the Particle Patch. Granted, that is only 5 meshes so feel free to move it and add instructions to hide the conflicting meshes. Link to comment Share on other sites More sharing options...
z929669 Posted October 8, 2021 Share Posted October 8, 2021 25 minutes ago, TechAngel85 said: Yeah, I don't know how many times I've said Resources is where it's at because it should overwrite the Particle Patch. Granted, that is only 5 meshes so feel free to move it and add instructions to hide the conflicting meshes. Yep, I know. Conflict management is the only reason for the deviation. This is the ONE thing that Vortex does better ... allowing logical categorixation with more configurable conflict management in this particular case. Link to comment Share on other sites More sharing options...
Greg Posted October 8, 2021 Share Posted October 8, 2021 9 hours ago, TechAngel85 said: I've like vote to move this to just below SKSE64 in Extenders to ensure it is loaded early and before any mods require it, including other mods that may be classified as Extenders. 9 hours ago, DoubleYou said: This makes sense to me. It is basically a core SKSE mod that is required for almost all SKSE plugins to function nowadays. 9 hours ago, z929669 said: Mods like this can be anywhere in the load order. Why move it to extenders if it's a resource mod? I guess that is arguable, but we should really get a hold on what a resource mod is. IMO, DynDOLOD 'Resources' is a resource mod, for example. What Z says... SKSE plugins and DLLs are not constrained to the order of the left pane so these mods can literally be placed anywhere and they should work fine assuming assets do not conflict. Link to comment Share on other sites More sharing options...
Mousetick Posted November 21, 2021 Share Posted November 21, 2021 Has been updated for SkyrimSE.exe 1.6.x, which the mod's author is referring to as "Anniversary Edition". I don't know if this was intentional or not, but it's bound to annoy Arthmoor even more 1 Link to comment Share on other sites More sharing options...
Mercury71 Posted November 22, 2021 Share Posted November 22, 2021 Mod updated for 1.6.323 on Nexus. Link to comment Share on other sites More sharing options...
TechAngel85 Posted December 9, 2021 Author Share Posted December 9, 2021 Added v2 instructions Link to comment Share on other sites More sharing options...
Mercury71 Posted December 13, 2021 Share Posted December 13, 2021 Mod updated for 1.6.342 on Nexus (v4). Link to comment Share on other sites More sharing options...
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